Weapon (shortsword), varies (requires attunement by a Requires attunement by a specialist)

A magically animated Prosthetic device designed to replace a missing limb. The device can be of any make or design. Once attuned, the limb automatically orients itself to the right or left and functions as if it were a natural extension of the wearer's body.

As a reaction on failed ACs, you may roll to block an attack with your Prosthetic. Your Prosthetic has an AC defendant on what it’s made out of based on the Object Armor Class table in the DMG.

  • Crystal, Glass, Ice: 13
  • Wood, Bone: 15
  • Stone: 17
  • Iron, Steel: 19
  • Mithral: 21
  • Adamantine: 23

Given their magical properties, Prosthetics of flammable materials are not vulnerable to fire.

Prosthetics made of Stone, Iron, Steel, Mithral, and Adamantine count as Heavy Armor. Your movement is reduced to 20, unless you have a Strength of 13.

If an incoming attack ignores ACs (i.e. Spells) you may still chose to take damage to your Prosthetic rather than yourself. Your Prosthetic’s HP is based on the Object Hit Points table in the DMG, based on your size.

  • Tiny: 5 (2d4)
  • Small: 10 (3d6)
  • Medium: 18 (4d8)
  • Large: 27 (5d10)

You may also opt for a prosthetic one size up or down from your size.

  • Prosthetics a size up are oversized and count as Heavy Armor. Reduce your movement to 10 unless you have a Strength of 15. If also using a heavy material, as previously outlined, the heavy penalties do not stack. Apply the greater of the two reductions.
  • Prosthetics a size down add  +1 do your dexterity, but reduce all Prosthetic’s Weapons Damage Die by one size, to a minimum of 1d4.

When your Prosthetic loses half of it’s hit points, it is broken. See Broken Prosthetic rules.

Swiss Arm-y Knife

Many warriors and adventurers have done their best to give themselves any edge in this dangerous world.  Whether dying to continue their quests after a tragic injury, or mad with dreams of power, many see Animated Prosthetics as an easy way to get a leg up on their adventures and adversaries. As such, the demand for versatile and dangerous additions skyrocketed, and these Prosthetics began to incorporate tools and weapons.

How these items are incorporated and reveal themselves varies from Prosthetic to Prosthetic. The most magical limbs elegantly morph into the item of your desire, while cheaper, cruder limbs of a more mechanical design may literally collapse apart, refolding into some blade or eject stored items for their wielder’s use. The rarest are said to fire crossbow bolts from their fingertips. Legends even speak of elementally attuned limbs.

All weapons are physically attached to the Prosthetic. You can not be disarmed but properties like Thrown are ignored. You may not sheath and draw (switch) weapons from your Prosthetic in the same turn. Otherwise, all weapons function as normal. 

Weapons Commonly incorporated in Prosthetics

  • Shield
  • Dagger
  • Spear
  • Rapier
  • Shortsword
  • Trident
  • Crossbow, hand
  • Pistol
  • Musket
  • Pistol, Automatic
  • Revolver
  • Shotgun

Prosthetics with more than two martial weapons, three of any weapons, or possess projectile weapons are dramatically rare, with price points to match. Only a handful of individuals across all the plans of existence would even be capable of creating such a Prosthetic.

Additional items to consider incorporating in fingertips, toes, or discreet compartments include

  • Thieves Tools
  • Magnifying Glass
  • 1/4 pint of oil
  • 1 Potion of Healing
  • 1 holy water

Elementally Attuned Prosthetics

Your Prosthetic, and all the weapons it contains, is an Elemental Weapon. When first attuning your Prosthetic, choose one of these damage types: acid, cold, fire, lightning, or thunder. That damage type is set. As a bonus action, you Prosthetic becomes magical, has a +1 to attack rolls, and deals an extra 1d4 damage of the chosen type for up to 1 hour. You have one charge of this ability, but the effect may be activated and deactivated with bonus action. At dawn, the Prosthetic regains full charge. 

At Higher Levels: When you’ve had your Prosthetic for 5 levels, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you’ve had your Prosthetic for 7 levels or higher, the bonus is +3 and the extra damage is 3d4.

 

Broken Prosthetic

Broken Prosthetics are just useful enough that they can get you into trouble. 

  • The Prosthetic's AC is reduced by half
  • Until your Prosthetic is fixed reduce your AC
    • -1 for a Prosthetic arm
    • -2 for a Prosthetic leg.
  • Reduce your speed by 5 feet if your Broken Prosthetic is a leg or oversized. You may overcome this once an hour with a Str Check DC 17 
  • You have disadvantage on all ability checks that require that limb.

When attacking with your Broken Prosthetic, roll a d6. Your strike blindly at your opponent, your limb adopting the property of one of the following weapons as applicable. If the result rolled is not applicable, the attack is an unarmed strike (1d3+1). 

  1. Broken, no effect, vulnerable to opportunity attack
  2. Unarmed Strike (1d3+1)
  3. Simple Melee Weapon
  4. Shield (1d4 bludgeoning, +2 additional AC while in use)
  5. Elemental Unarmed Strike (if applicable, Extra 1d4 Damage)
  6. Martial Melee Weapon
  7. Broken, vulnerable to opportunity attack
  8. Projectile (if applicable, requires ammunition)
  9. Pick
  10. Elemental Pick (if applicable, Extra 1d4 Damage)

If you do not receive a broken penalty, the rolls effect remains until your next attack with the Prosthetic limb.

Shut Down

If combat ends, you must still roll for a 1 or 7 to sheath your weapon. You can roll for shut down once per minute. You can not otherwise discard the weapon of a Broken Prosthetic, and the limb in question is useless until resolved (hands can't grab anything, legs can't walk). Elemental effects must run their course and only dissipate after an hour. If your Prosthetic was an active Elemental Weapon when broken, the elemental charge will remain active until the rest of the day's charge is expended.

If your Broken Prosthetic continues to take damage and is reduced to 0 Hit Points, it is destroyed. All progress made with this Prosthetic limb is lost (i.e. you can not own an Elemental Prosthetic for 6 levels that is destroyed, then find or purchase a new Elemental Prosthetic and still receive the 5th level Elemental Weapon bonus)

Repair

Repairing a Prosthetics is a delicate process that often requires a specialist. Still, that hasn't stopped the bold and foolish from attempting to do what they can on their own. Once per long rest, you may attempt to fix your Prosthetics by rolling a d20, with the following results

  • 1-5 - You made it worse! Reduce your Prosthetics hit points by 1d4, to a minimum of 1 HP. You cannot destroy your Prosthetic by accident. 
  • 6-10 - Something's jammed. You've lost access to one of the tools or weapons of your DMs choice
  • 11-15 - Maybe you should call a professional, you can't seem to figure out how to fix it.
  • 16-20 - You've managed to find a temporary fix! Recover 1 hit die worth of hit points to your Prosthetic, to a maximum of half it's health +1. If you this recovery brings your Prosthetic to over half it's health, it can tentatively function again. However, reduce all damage die by 1 size, to a minimum of 1d4, as you'll continue to be cautious with the limb until you pass a DC15 Wisdom (Perception) Check. 

You may take Advantage on your rolls if consulting with any Spellcaster proficient in Arcana AND anyone proficient in Perception, including yourself. Both proficiencies must be present to take Advantage. 

More permeant fixes require professional help and time. During downtime, you may consult a specialist and recover 1 hit die of Prosthetic health per week. The process is also quite intense, you must make one DC10 Constitution check per week of repair to remain attuned to your Prosthetic. Spellcasters may choose to substitute their Spellcasting ability modifier for their Constitution modifier. If you lose attunement, all prosthetic weapon proficiencies and/or elemental weapon levels earned are lost. Specialists will charge accordingly depending on the severity of the break and the rareness of the Prosthetic in question. 

 

Proficiency with a weapon type allows you to add your proficiency bonus to the attack roll for any attack you make with the Prosthetics representation of it. It’s up to you to decide whether a character has proficiency with any of the Prosthetics other weapons. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency.

Proficiency with a Shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Requires attunement by a specialist, Finesse, Light, Vex

Previous Versions

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2/6/2019 8:08:52 PM
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TheRatherOddOne

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